Character

Items Vault 1.2.0

Ashes of Urh'Rok 1.2.4

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Blazblue icons! 1.2.4

Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon!

Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C:

Effective talent level: 1.4Use mode: SustainedSustain positive energy cost: 10Sustain negative energy cost: 10Range: 6Cooldown: 30Travel Speed: 300% of baseUsage Speed: 1 turnIs: a spellDescription: Each time one of your spells criticals, you project a bolt of light or shadow at up to 1 targets within radius 6, doing 28.64 light damage or 35.80 darkness damage per bolt.
This effect costs 2 positive or 2 negative energy each time it's triggered, and will not activate if either your positive or negative energy is below 2.
The damage scales with your Spellpower.

Corona

1/5

Effective talent level: 0.0Use mode: SustainedSustain negative energy cost: 10Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: This powerful spell grants you 5 bonus invisibility, but converts 6 negative energy into positive energy each turn. Once your positive energy exceeds your negative energy, or you deactivate the talent, the effect ends in an explosion of light, converting all of your positive energy into damage and inflicting an additional 6.50 damage to everything in a radius of 0.
As you become invisible, you fade out of phase with reality; all your damage is reduced by 50%.
You may not cast Twilight while this spell is active, and you should take off your light source; otherwise, others will spot you with ease.
The invisibility bonus will increase with your Cunning, and the explosion damage will increase with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedPositive energy cost: 10.1Negative energy cost: 10.1Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: Creates a circle of radius 0 at your feet; the circle slows incoming projectiles by 5%, and attempts to push all creatures other then yourself out of its radius, inflicting 1.13 light damage and 1.42 darkness damage per turn as it does so. The circle lasts 0 turns.
The effects will increase with your Spellpower.

Circle of Warding

0/5

Celestial / Sunlight

1.30

Effective talent level: 3.9Use mode: ActivatedPositive energy cost: -16.2Range: 7Cooldown: 5Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: Calls the power of the Sun into a searing lance, doing 99.48 damage to the target and leaving a spot on the ground for 4 turns that does 43.20 light damage to anyone within it.
The damage dealt will increase with your Spellpower.

Effective talent level: 3.9Use mode: ActivatedPositive energy cost: 15.2Range: 10Cooldown: 5Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: You stand between the darkness and the light, allowing you to convert 15 positive energy into 64 negative energy.
Learning this talent will change the default level of positive and negative energies to 32% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
The negative energy gain will increase with your Cunning.

Twilight

3/5

Effective talent level: 0.0Use mode: SustainedSustain negative energy cost: 20Range: melee/personalCooldown: 40Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: Create a shadow jumpgate at your current location. As long as you sustain this spell, you can use 'Jumpgate: Teleport' to instantly travel to the jumpgate, as long as you are within 8 tiles of it.
Note that any stairs underneath the jumpgate will be unusable while the spell is sustained, and you may need to cancel this sustain in order to leave certain locations.
At talent level 4, you learn to create and sustain a second jumpgate.

Effective talent level: 0.0Use mode: ActivatedNegative energy cost: 10.1Range: 5Cooldown: 30Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: Creates a shadowy copy of a hostile target of up to medium size. The copy will attack its progenitor immediately and lasts for 8 turns.
The duplicate has 0% of the target's life, 0% all damage resistance, +50% darkness resistance and -50% light resistance.
The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses.

Shadow Simulacrum

0/5

Generic Talents

Celestial / Hymns

1.30

Effective talent level: 1.3Use mode: SustainedSustain negative energy cost: 20Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: Chant the glory of the Moon, empowering your dark elemental attacks so that they do 8% additional darkness damage.
In addition, this talent surrounds you with a shield of shadows, dealing 23.53 darkness damage to anything that attacks you.
You may only have one Hymn active at once.
The effects will increase with your Spellpower.

Hymn of Shadows

1/5

Effective talent level: 1.3Use mode: SustainedSustain negative energy cost: 20Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: Chant the glory of the Moon, granting you infravision up to 6 grids, stealth detection (+4 power), and invisibility detection (+11 power).
In addition, this talent surrounds you with a shield of shadows, dealing 10.96 darkness damage to anything that attacks you.
You may only have one Hymn active at once.
The stealth and invisibility detection, as well as the on-hit damage, will increase with your Spellpower.

Hymn of Detection

1/5

Effective talent level: 6.5Use mode: SustainedSustain negative energy cost: 20Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: Chant the glory of the Moon, granting you 56% stun, blindness and confusion resistance.
In addition, this talent surrounds you with a shield of shadows, dealing 48.74 darkness damage to anything that attacks you.
You may only have one Hymn active at once.
The on-hit damage will increase with your Spellpower.

Hymn of Perseverance

5/5

Effective talent level: 0.0Use mode: SustainedSustain negative energy cost: 20Range: 5Cooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: Chant the glory of the Moon, conjuring a shroud of dancing shadows that follows you as long as this spell is active.
Each turn, a shadowy beam will hit up to 0 of your foes within radius 5 for 1 to 6.28 damage.
This powerful spell will drain 13.7 negative energy for each beam; no beam will fire if your negative energy is too low.
The damage will increase with your Spellpower.

Hymn of Moonlight

0/5

Celestial / Chants

1.30

Effective talent level: 1.3Use mode: SustainedSustain positive energy cost: 20Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: You chant the glory of the Sun, granting you 23 Physical Save and Spell Save and increasing your maximum life by 6.3% (Currently: 31).
In addition, this talent surrounds you with a shield of light, dealing 8.8 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The saves and light damage will increase with your Spellpower and the life with talent level.

Chant of Fortitude

1/5

Effective talent level: 1.3Use mode: SustainedSustain positive energy cost: 20Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: You chant the glory of the Sun, reducing the damage enemies 3 or more spaces away deal by 16%.
In addition, this talent surrounds you with a shield of light, dealing 8.8 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The damage reduction will increase with talent level and light damage will increase with your Spellpower.

Chant of Fortress

1/5

Effective talent level: 6.5Use mode: SustainedSustain positive energy cost: 20Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: You chant the glory of the Sun, granting you 16% resistance to all damage.
In addition, this talent surrounds you with a shield of light, dealing 18.2 light damage to anything that hits you in melee.
You may only have one Chant active at once.
The effects will increase with your Spellpower.

Chant of Resistance

5/5

Effective talent level: 0.0Use mode: SustainedSustain positive energy cost: 5Range: 10Cooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: You chant the glory of the Sun, empowering your light and fire elemental attacks so that they do 3% additional damage.
In addition, this talent surrounds you with a shield of light, dealing 1.5 light damage to anything that hits you in melee.
Your lite radius is also increased by 2.
You may only have one Chant active at once and this Chant costs less power to sustain.
The effects will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedPositive energy cost: -20.2Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: A magical zone of Sunlight appears around you, healing and shielding all within a radius of 2 for 26.00 per turn and increasing healing effects on everyone within by 13%. The effect lasts for 4 turns.
Existing damage shields will be added to instead of overwritten and have their duration set to 2 if it isn't higher.
If the same shield is refreshed 20 times it will become unstable and explode, removing it.
It also lights up the affected zone.
The amount healed will increase with the Magic stat

Bathe in Light

1/5

Effective talent level: 6.5Use mode: ActivatedPositive energy cost: -20.2Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: A protective shield forms around you that lasts for up to 10 turns and negates 317 damage.
The total damage the barrier can absorb will increase with your Spellpower.

Barrier

5/5

Effective talent level: 0.0Use mode: ActivatedPositive energy cost: -20.2Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: Places you under the protection of Light itself. For 0 turns, the light heals 3 life and removes a single negative effect from you.
The amount healed will increase with your Spellpower.

Providence

0/5

Effects

talent

Chant of Resistance

talent

Corona

talent

Hymn of Perseverance

detrimental effect

The more you use runes, the longer they will take to recharge (+1 cooldowns).

Runic Saturation

detrimental effect

The target is poisoned and sick, doing 11.90 nature damage per turn. All damage it does is reduced by 21%.

Numbing Poison

detrimental effect

The target is infected by a disease, reducing its dexterity by 5 and doing 36.67 blight damage per turn.

Decrepitude Disease

detrimental effect

The target is poisoned, taking 43.48 nature damage per turn.

Poison

detrimental effect

The more you use infusions, the longer they will take to recharge (+1 cooldowns).

Infusion Saturation

detrimental effect

The target is infected by a disease, reducing its constitution by 8 and doing 36.67 blight damage per turn.

Rotting Disease

beneficial effect

The target's defense is increased by 15.

Shifting Shadows

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.

And now for a grave

active

You successfully escorted the injured seer to the recall portal on level 2 of Trollmire.
As a reward you improved Magic by +2.

Escort: injured seer (level 2 of Trollmire)

done

You failed to protect the lone alchemist from death by ritch flamespitter.

Escort: lone alchemist (level 4 of Old Forest)

failed

You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves.
As a reward you improved Strength by +2.

Escort: lost sun paladin (level 3 of Scintillating Caves)

done

You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara.
As a reward you improved Magic by +2.

Escort: worried loremaster (level 1 of Daikara)

done

You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest.
As a reward you improved Magic by +2.

Escort: worried loremaster (level 1 of Old Forest)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late.
Locate and destroy the invaders' portal.* You have destroyed the naga portal. The invasion is stopped.* However, you were teleported to a distant land. You must find a way back to the Gates of Morning.

Serpentine Invaders

active

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink.
Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.'
Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.'
Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * You've found the needed minotaur nose.

The Brotherhood of Alchemists

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10
Sleep immunity: +100%
Mindpower: +5It can be used to activate talent Sleep (costing 20 power out of 25/25) :Effective talent level: 3.0Power cost: 20 out of 25/25.Range: 7Travel Speed: instantaneousIs: a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Level 10 (Nightmare (Roguelike) difficulty)Got a character to level 10.
By Azaris the Cornac Anorithil level 107th Mirth 122nd year of Ascendancy at 08:20see stats

Level 20 (Nightmare (Roguelike) difficulty)Got a character to level 20.
By Azaris the Cornac Anorithil level 2070th Dusk 122nd year of Ascendancy at 07:04see stats

Lost in translation (Nightmare (Roguelike) difficulty)Destroyed the naga portal in the slazish fens and got caught in the after-effect.
By Azaris the Cornac Anorithil level 577th Pyre 122nd year of Ascendancy at 21:26see stats